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Tests for the OpenGL ES 2.0 HTML Canvas context

Copyright (C) 2009  Ilmari Heikkinen <ilmari.heikkinen@gmail.com>

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<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<link rel="stylesheet" type="text/css" href="../unit.css" />
<script type="application/x-javascript" src="../unit.js"></script>
<script type="application/x-javascript" src="../util.js"></script>
<script type="application/x-javascript">

Tests.autorun = false;
Tests.message = "This might take a few seconds to run"

Tests.startUnit = function() {
  var gl = document.getElementById('gl').getContext(GL_CONTEXT_ID);
  var ctx = document.getElementById('2d').getContext('2d');
  return [gl, ctx];
}

var kernel = [0.006, 0.061, 0.242, 0.383, 0.242, 0.061, 0.006];

Tests.testGPU = function(gl, ctx) {
  Tests.gpuGaussianBlur(gl);
}

Tests.testCPU = function(gl, ctx) {
  Tests.cpuGaussianBlur(ctx);
}

function hblur(ctx,idata) {
  var d = idata.data;
  var res = ctx.createImageData(256,256);
  var rd = res.data;
  var sumR=0.0,sumG=0.0,sumB=0.0,sumA=0.0, kv=0.0;
  var col_offset = 0, row_offset = 0, k4 = 0;
  for (var y=0; y<idata.height; ++y) {
    col_offset = y * idata.width * 4;
    for (var x=3; x<idata.width-3; ++x) {
      row_offset = col_offset+x*4;
      sumR=sumG=sumB=sumA=0.0;
      for (var k=-3; k<4; ++k) {
        k4 = k * 4;
        kv = kernel[k+3];
        sumR += d[row_offset+k4+0] * kv;
        sumG += d[row_offset+k4+1] * kv;
        sumB += d[row_offset+k4+2] * kv;
        sumA += d[row_offset+k4+3] * kv;
      }
      rd[row_offset+0] = Math.floor(sumR);
      rd[row_offset+1] = Math.floor(sumG);
      rd[row_offset+2] = Math.floor(sumB);
      rd[row_offset+3] = Math.floor(sumA);
    }
  }
  var xr = 3;
  for (var y=0; y<idata.height; ++y) {
    col_offset = y * idata.width * 4;
    for (var x=0; x<xr; ++x) {
      row_offset = col_offset+x*4;
      sumR=sumG=sumB=sumA=0.0;
      for (var k=-3; k<4; ++k) {
        if (k+x < 0)
          k4 = 0;
        else
          k4 = k * 4;
        kv = kernel[k+3];
        sumR += d[row_offset+k4+0] * kv;
        sumG += d[row_offset+k4+1] * kv;
        sumB += d[row_offset+k4+2] * kv;
        sumA += d[row_offset+k4+3] * kv;
      }
      rd[row_offset+0] = Math.floor(sumR);
      rd[row_offset+1] = Math.floor(sumG);
      rd[row_offset+2] = Math.floor(sumB);
      rd[row_offset+3] = Math.floor(sumA);
    }
  }
  var xr = idata.width-3;
  for (var y=0; y<idata.height; ++y) {
    col_offset = y * idata.width * 4;
    for (var x=xr; x<idata.width; ++x) {
      row_offset = col_offset+x*4;
      sumR=sumG=sumB=sumA=0.0;
      for (var k=-3; k<4; ++k) {
        if (k+x >= idata.width)
          k4 = (idata.width-x-1)*4;
        else
          k4 = k * 4;
        kv = kernel[k+3];
        sumR += d[row_offset+k4+0] * kv;
        sumG += d[row_offset+k4+1] * kv;
        sumB += d[row_offset+k4+2] * kv;
        sumA += d[row_offset+k4+3] * kv;
      }
      rd[row_offset+0] = Math.floor(sumR);
      rd[row_offset+1] = Math.floor(sumG);
      rd[row_offset+2] = Math.floor(sumB);
      rd[row_offset+3] = Math.floor(sumA);
    }
  }
  return res;
}

function vblur(ctx,idata) {
  var d = idata.data;
  var res = ctx.createImageData(256,256);
  var rd = res.data;
  var sumR=0.0,sumG=0.0,sumB=0.0,sumA=0.0, kv=0.0;
  var col_offset = 0, row_offset = 0, kfac = idata.width*4;
  for (var y=3; y<idata.height-3; ++y) {
    col_offset = y * idata.width * 4;
    for (var x=0; x<idata.width; ++x) {
      row_offset = col_offset+x*4;
      sumR=sumG=sumB=sumA=0.0;
      for (var k=-3; k<4; ++k) {
        k4 = k * kfac;
        kv = kernel[k+3];
        sumR += d[row_offset+k4+0] * kv;
        sumG += d[row_offset+k4+1] * kv;
        sumB += d[row_offset+k4+2] * kv;
        sumA += d[row_offset+k4+3] * kv;
      }
      rd[row_offset+0] = Math.floor(sumR);
      rd[row_offset+1] = Math.floor(sumG);
      rd[row_offset+2] = Math.floor(sumB);
      rd[row_offset+3] = Math.floor(sumA);
    }
  }
  var yr = 3;
  for (var y=0; y<yr; ++y) {
    col_offset = y * idata.width * 4;
    for (var x=0; x<idata.width; ++x) {
      row_offset = col_offset+x*4;
      sumR=sumG=sumB=sumA=0.0;
      for (var k=-3; k<4; ++k) {
        if (k+y < 0)
          k4 = 0;
        else
          k4 = k * kfac;
        kv = kernel[k+3];
        sumR += d[row_offset+k4+0] * kv;
        sumG += d[row_offset+k4+1] * kv;
        sumB += d[row_offset+k4+2] * kv;
        sumA += d[row_offset+k4+3] * kv;
      }
      rd[row_offset+0] = Math.floor(sumR);
      rd[row_offset+1] = Math.floor(sumG);
      rd[row_offset+2] = Math.floor(sumB);
      rd[row_offset+3] = Math.floor(sumA);
    }
  }
  var yr = idata.height-3;
  for (var y=yr; y<idata.height; ++y) {
    col_offset = y * idata.width * 4;
    for (var x=0; x<idata.width; ++x) {
      row_offset = col_offset+x*4;
      sumR=sumG=sumB=sumA=0.0;
      for (var k=-3; k<4; ++k) {
        if (k+y >= idata.height)
          k4 = (idata.height-y-1)*kfac;
        else
          k4 = k * kfac;
        kv = kernel[k+3];
        sumR += d[row_offset+k4+0] * kv;
        sumG += d[row_offset+k4+1] * kv;
        sumB += d[row_offset+k4+2] * kv;
        sumA += d[row_offset+k4+3] * kv;
      }
      rd[row_offset+0] = Math.floor(sumR);
      rd[row_offset+1] = Math.floor(sumG);
      rd[row_offset+2] = Math.floor(sumB);
      rd[row_offset+3] = Math.floor(sumA);
    }
  }
  return res;
}

Tests.cpuGaussianBlur = function(ctx) {
  var s = document.getElementById('cpustat');
  var t0 = new Date().getTime();
  ctx.drawImage(document.getElementById('logo'),0,0);
  var idata = ctx.getImageData(0,0,256,256);
  for (var i=0; i<1; i++){
    idata = hblur(ctx,idata);
    idata = vblur(ctx,idata);
  }
  ctx.putImageData(idata, 0, 0);
  var t1 = new Date().getTime();
  s.textContent = 'Done! Time: '+(t1-t0)+'ms';
}

Tests.gpuGaussianBlur = function(gl) {
  var s = document.getElementById('gpustat');
  var t0 = new Date().getTime();

  var fbo1 = new FBO(gl, 256, 256);
  var fbo2 = new FBO(gl, 256, 256);
  var hblur = new Filter(gl, 'identity-vert', 'hblur-frag');
  var vblur = new Filter(gl, 'identity-vert', 'vblur-frag');
  var identity = new Filter(gl, 'identity-vert', 'identity-frag');
  var identityFlip = new Filter(gl, 'identity-flip-vert', 'identity-frag');

  gl.viewport(0,0,256,256);
  gl.clearColor(0,0,1,1);
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  gl.disable(gl.DEPTH_TEST);
  gl.activeTexture(gl.TEXTURE0);

  fbo1.use();
  var tex = loadTexture(gl, document.getElementById('logo'));
  gl.bindTexture(gl.TEXTURE_2D, tex);
  identityFlip.apply(); // draw image

  // gaussian blur
  for (var i=0; i<1000; i++) {
    fbo2.use();
    gl.bindTexture(gl.TEXTURE_2D, fbo1.texture);
    hblur.apply(function(f){
      f.uniform1f('width', 256.0);
      f.uniform1i('Texture', 0);
    });
    fbo1.use();
    gl.bindTexture(gl.TEXTURE_2D, fbo2.texture);
    vblur.apply(function(f){
      f.uniform1f('height', 256.0);
      f.uniform1i('Texture', 0);
    });
  }

  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  gl.bindTexture(gl.TEXTURE_2D, fbo1.texture);
  identity.apply(); // draw blurred image on screen

  fbo1.destroy();
  fbo2.destroy();
  hblur.destroy();
  vblur.destroy();
  identity.destroy();
  identityFlip.destroy();
  gl.deleteTexture(tex);
  checkError(gl, "end");
  var t1 = new Date().getTime();
  s.textContent = 'Done! Time: '+(t1-t0)+'ms';
}


</script>
<script id="identity-vert" type="x-shader/x-vertex">

  attribute vec3 Vertex;
  attribute vec2 Tex;

  varying vec4 texCoord0;
  void main()
  {
    texCoord0 = vec4(Tex, 0.0, 0.0);
    gl_Position = vec4(Vertex, 1.0);
  }
</script>
<script id="identity-flip-vert" type="x-shader/x-vertex">

  attribute vec3 Vertex;
  attribute vec2 Tex;

  varying vec4 texCoord0;
  void main()
  {
    texCoord0 = vec4(Tex.s, 1.0-Tex.t, 0.0, 0.0);
    gl_Position = vec4(Vertex, 1.0);
  }
</script>
<script id="identity-frag" type="x-shader/x-fragment">

  #ifdef GL_ES
precision highp float;
#endif
  uniform sampler2D Texture;

  varying vec4 texCoord0;
  void main()
  {
    gl_FragColor = texture2D(Texture, texCoord0.st);
  }
</script>
<script id="hblur-frag" type="x-shader/x-fragment">

  #ifdef GL_ES
precision highp float;
#endif
  uniform sampler2D Texture;
  uniform float width;

  varying vec4 texCoord0;
  void main()
  {
    float kernel[7] = float[7](0.006, 0.061, 0.242, 0.383, 0.242, 0.061, 0.006);
    int i;
    float step = 1.0 / width;
    vec4 sum = vec4(0.0);
    for (i=-3; i<=3; i++) {
      vec4 tmp = texture2D(Texture, texCoord0.st + vec2(float(i)*step, 0.0));
      sum = (tmp * kernel[i+3]) + sum;
    }
    gl_FragColor = sum;
  }
</script>
<script id="vblur-frag" type="x-shader/x-fragment">

  #ifdef GL_ES
precision highp float;
#endif
  uniform sampler2D Texture;
  uniform float height;

  varying vec4 texCoord0;
  void main()
  {
    float kernel[7] = float[7](0.006, 0.061, 0.242, 0.383, 0.242, 0.061, 0.006);
    int i;
    float step = 1.0 / height;
    vec4 sum = vec4(0.0);
    for (i=-3; i<=3; i++) {
      vec4 tmp = texture2D(Texture, texCoord0.st + vec2(0.0, float(i)*step));
      sum = (tmp * kernel[i+3]) + sum;
    }
    gl_FragColor = sum;
  }
</script>
</head><body>
<img id="logo" src="" width="256" height="256"><br>
<div id="cpu">CPU 1x Gaussian blur</div>
<div id="cpustat"></div>
<canvas id="2d" width="256" height="256"></canvas>
<div id="gpu">GPU 1000x Gaussian blur</div>
<div id="gpustat"></div>
<canvas id="gl" width="256" height="256"></canvas><br>
</body></html>
